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View Full Version : The days of high adventure



Tepogue
11-28-2013, 11:27 PM
Before our current age of 40k there was a time of high adventure, here are a few fragments of tales from the First Age:

Following Fire was an ability that allowed you to shoot again and again until you missed. I watched a Jump Pack SM Chaplain with a Following Fire pistol, land in the middle of an Ork Army and kill 80 Orks.

Some of the original Grey Knights rules allowed each member of thru squad to be a level 4 psyker. I watched a squad of 5 get two of it's members with Time Warp. Time Warp allowed the squad to take another turn after it finished its current one. The squad was some obscene amount of points, but they would keep Time Warping and take infinite turns.

One of the sets of vehicle rules had T10 Land Raiders with wounds instead of armor.

I once saw an assassin use polymorphine to disguise himself as a guardsman, while wearing terminator armor, riding a bike.

Then came the 2nd Age:

I faced a Squat army that was a Level 4 Ancestor Lord, some Exo-suits and the rest was heavy weapon squads and a Baneblade.

Khorne's mark used to be +1 Armor Save. Berzerkers were 2+ in power armor.

Berzerker Terminators were for a short time 2+ on 2d6 added together